Re: [osg-users] what should I dirty when I change ColorArray on the fly?

2019-10-14 Thread Trajce Nikolov NICK
Hi Claudio,

it depends how your Geometry is setup. You might need to call
osg::Geometry->dirtyDisplayList() or if you use VertexBufferObjects you
might need to call colorArrays->getBufferObject()->dirty()

On Mon, Oct 14, 2019 at 11:16 PM Claudio Benghi 
wrote:

> Hello All,
>
> I have implemented a colour change visitor along the lines of the class
> found at:
> http://www.vis-sim.com/osg/code/osgcode_color1.htm
>
> While debugging I note that the following code is executed, including the
> colorArrays->dirty(), but the colour in the render is not affected.
>
> Could it depend from the way in which the colorArray is initialliy
> instantiated?
> Should I mark some state as Dynamic?
>
>
> Code:
>
> void XbimNodeColorVisitor::apply(osg::Geometry )
> {
>   osg::Vec4Array *colorArrays = dynamic_cast *>(curGeom.getColorArray());
>   if (colorArrays) {
> for (unsigned int i = 0; i < colorArrays->size(); i++) {
>   osg::Vec4 *color = >operator [](i);
>   color->set(m_color._v[0], m_color._v[1], m_color._v[2],
> m_color._v[3]);
> }
> colorArrays->dirty();
>   }
>   else {
> // code never enters this path
>   }
> }
>
>
>
>
>
> Thank you!
>
> Cheers,
> Claudio
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76829#76829
>
>
>
>
>
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Re: [osg-users] what should I dirty when I change ColorArray on the fly?

2019-10-14 Thread Claudio Benghi
Hi again,

I think I've solved my issue.

I've worked out that BufferObject::dirty() does not yield a result because 
_glBufferObjects[i].valid() is false. This is probably because I was not using 
VBOs on those geometries. If I create the geometry with 
setUseVertexBufferObjects(true) the code works.

Otherwise I've found that curGeom.dirtyDisplayList(); updates the geometry if 
setUseVertexBufferObjects() is not invoked.

Just writing it here in case it helps somebody else.

Thank you!

Cheers,
Claudio

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Re: [osg-users] what should I dirty when I change ColorArray on the fly?

2019-10-14 Thread Claudio Benghi
Hello All,

I have implemented a colour change visitor along the lines of the class found 
at:
http://www.vis-sim.com/osg/code/osgcode_color1.htm

While debugging I note that the following code is executed, including the 
colorArrays->dirty(), but the colour in the render is not affected.

Could it depend from the way in which the colorArray is initialliy 
instantiated? 
Should I mark some state as Dynamic?


Code:

void XbimNodeColorVisitor::apply(osg::Geometry )
{
  osg::Vec4Array *colorArrays = dynamic_cast(curGeom.getColorArray());
  if (colorArrays) {
for (unsigned int i = 0; i < colorArrays->size(); i++) {
  osg::Vec4 *color = >operator [](i);
  color->set(m_color._v[0], m_color._v[1], m_color._v[2], m_color._v[3]);
}
colorArrays->dirty();
  }
  else {
// code never enters this path
  }
}



 

Thank you!

Cheers,
Claudio

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http://forum.openscenegraph.org/viewtopic.php?p=76829#76829





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[osg-users] Problem reading unclamped float values and non-standard internal formats PBO

2019-10-14 Thread Omar Álvarez
Hi,

I am trying to render to texture and read the results with an osg::Image.
When I use standard internal formats like GL_RGB it works ok. The problem
appears when I try to for example use GL_FLOAT with GL_RGB16, etc.

When I get my image back the internal format is not what I want (the one
that I set up in the texture) and I see errors like:

error pixelFormat = 805b
ContextData::incrementContextIDUsageCount(0) to 2
Warning: detected OpenGL error 'invalid value' at after
stateset.compileGLObjects in GLObjectsVisitor::apply(osg::StateSet&
stateset)

Here is my PBO setup code:

osg::Camera::RenderTargetImplementation renderTargetImplementation
= renderTargetImplementation = osg::Camera::PIXEL_BUFFER;

_camera->setName(label);
// viewport set in configure() method
_camera->setClearColor(osg::Vec4(0., 1., 1., 1.));
_camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
_camera->setRenderOrder(osg::Camera::POST_RENDER);
_camera->setRenderTargetImplementation(renderTargetImplementation);
_camera->setViewport(new osg::Viewport(0,0,viewport_size.x(),
viewport_size.y()));
_camera->getOrCreateStateSet()->setAttribute(new
osg::ClampColor(GL_FALSE, GL_FALSE, GL_FALSE),
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE |
osg::StateAttribute::PROTECTED);

// Render to texture
_texture = new osg::Texture2D();
_texture->setTextureSize(viewport_size.x(), viewport_size.y());
_texture->setInternalFormat(GL_RGB16);
_texture->setSourceType(GL_FLOAT);
_texture->setSourceFormat(GL_RGB);
_texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
_texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
_texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
_texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
_texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);

// attach the texture and use it as the color buffer.
_camera->attach(osg::Camera::COLOR_BUFFER, _texture);

I am also having trouble with clamped values, when it does work, values are
clamped in the range [0,1] although I have disabled clamping.

Anyone knows how to setup a PBO to read unclamped values in non-standard
formats (GL_RGBUI16, GL_RGB16F...)?

Is this supported in OSG?

Cheers,

Omar.
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